Wednesday, March 12, 2014

Interview with Camille André

Camille André is a 23 year old student at Gobelins l'Ecole de l'Image, in Paris. She was in DMA Cinéma d'Animation at l'ESAAT in Roubaix from 2009 to 2011. She works for the animation industry and also does freelance illustrations.

Stickazine: What made you want to study at Les Gobelins?
CA: My dream is to direct my feature film project (that I started during the DMA Cinéma d'Animation) and I know how important the image and animation quality are. I was sure Gobelins was the best school to learn 2D animation in France.

Stickazine: What drives you to wake up every day and create art?
CA: Definitely working on a project, developing the story… If I don't have a story in my mind, it's very hard for me to draw, because it's as if I don't have a goal. The problem is that I can leave an idea and get bored very quickly (because I found another idea that motivates me more)

Stickazine: When did you first begin illustrating professionally?
CA: My very first commission for an illustration was from Ankama Roubaix for their card game WAKFU. It was in 2009.
I was approached by a publishing house in 2010. Now, I still work for them and I am working on a comic book project with a writer.

Stickazine: How do your personal experiences influence your work?
CA: I am more comfortable telling stories about a child who meets a strange creature. Usually this child has just one parent. The mother or the father are missing. I think this is in relation to my personal experience. Otherwise, I love nature. When I was a child, I lived in the countryside and my house was next to a forest. I hated walking when I was young, except when I went to the forest. I hoped to meet animals. I loved trees (oaks are the best), dead leaves…  I never really like sunny days. I preferred the night or rainy days. If there is a storm and thunder, that is the best show I can see. I love seeing nature in movement (sunny days are boring haha). I love representing this movement and the strength of nature in some of my illustrations.

Sunday, January 12, 2014

SVG: Combining technologies for the purpose of art

SVG (Scalable Vector Graphics) is a vector image format which Adobe developed a long time ago for Illustrator. It then became a W3C Recommendation in 2001 as a markup language. It enables a lot of flexibility and ease of use for animations and shapes on the web without the need of plugins (I love repeating that).

The only drawback is all the implementation debates it leads to. Plus, the quality of rendering varies a bit on different browsers. Presently, Google Chrome and Opera are the best SVG renderers and implementers. But, unlike WebGL, SVG is not dependant of HTML5 canvas. It has its own width and height attributes in the namespace declaration. It means you can make a web application in .svg with JavaScript and HTML in the same file. See as an example.

As far as webdesigning goes, it can perfectly replace a CSS layout or at least you can use much less of it. Here is a photographer's site where I typed only nine lines of CSS.

You can draw your favourite program and export for the web easily. It is more practical when you want to do something complex. For relatively simple shapes, you can directly type in your text editor as there are some primitives built in just for you. The advantage of the last method is that it's easier to manipulate them for animation.

Here are some useful links: 

Demos of all sorts: 

Vector drawings with Inkscape:

One of the most famous Illustrator-like, but it's free:

An excellent book for starting with SVG. Easy and good didactive approach.

by Federico Strazzullo -